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THE_Crazy_Hyena

THE_Crazy_Hyena

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THE_Crazy_Hyena
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  • @Clockwork_Enigma said:

    Current Hex: Ruin

    • All Generators automatically regress at 100%/150%/200% of the normal Regression speed whenever they are not being repaired.

    The Problems

    • It is a non-committal Generator regression perk that can apply faster regression to all affected Generators, up to a maximum of 7 total generators regressing.
    • It can cause the game to slow down to an unwinnable state for most Survivors that aren't able to find it in time.
    • It's a Hex Perk, so it has a variability as to how long it will be effective.

    The Solution: New Hex: Ruin

    • At the start of the Trial, all Generators become affected by Hex: Ruin:
      • Generator repairs no longer produce Great Skill Checks.
      • Two Skill Check success zones will spawn after every two successful Skill Checks.
    • For every 10% worth of progress to a Generator that is affected by Hex: Ruin, the following effects apply:
      • Skill Checks become 8%/9%/10% more frequent.
      • The speed at which the dial moves while a Skill Check is active is increased by 8%/9%/10%.

    This version of Hex: Ruin becomes a more balanced than ever before with this newer, far more sophisticated version of it. Survivors will now need to pay extra attention to their skill checks the more the Generator progresses in order to not cause a significant amount of devastation to apply to it.

    And as a first, this would be the first perk to affect the Skill Check dial (the little arrow thing) in some capacity, by increasing its speed to make hitting the Skill Checks even harder. Pair it up with Huntress Lullaby and this would become a really nasty Perk for those unprepared for its utility.

    The perk also becomes more interactive, now producing a harder challenge for Survivors willing to take it.

    I would have reverted it back to the old version, with red skill check dials, but made the great skill check window 50% larger than what it currently is. This way it wouldn't be too bad on survivors, especially newer players. It still require you to pay attention to the skill checks.

  • @DoritoHead said:

    https://forum.deadbydaylight.com/en/discussion/comment/3000833#Comment_3000833

    Even if on paper it is a better system, in the current state of Dbd and the meta, and in the current state of SBMM, the game is (in my humble opinion) less enjoyable than before MMR was introduced. This does not mean that it cannot improve, which is something that I failed to consider, and I’m convinced that MMR feel a lot better once the meta improves. (in hindsight I regret what I chose as the title of this thread)

    If you’re saying balance issues being more noticeable is good because they’re more likely to be fixed this way, that is true but it’s certainly not pleasant for the player to have to deal with these kinds of things on a match to match basis.

    Side note- MMR didn’t turn people into sweaty players but they certainly become more and more common to see the more you win against less experienced players.

    In my opinion, the game was in fact more fun to pick up and play before the changes, especially on killer side, where you aren't forced to run a meta(slave)-killer to compete with toxic SWF teams who run the best meta perks at all times. God forbid if you just want to play a fun match with your good old favorites. That is my experience with SBMM.

    I actually preferred visible ranks that reflected upon a player's actual skill instead of the hidden ones we have today. I think it opens for much more unbalanced matchups, being that you have zero knowledge on what kinds of players you are facing against.

  • @Laluzi said:

    In fairness, I remember not getting nearly enough cakes on my survivor bloodwebs. I had cakes to spare on killers, but as survivor, I genuinely couldn't pull a cake every match.

    This is very true. I could never seem to get any cakes in the survivor bloodwebs, but getting 40+ for the Doctor alone was no problem

  • Well, his perk that reveals you whenever you are 8 meters away from a locker, whenever he searches one could be one thing. The locker locations are not really balanced around the Dredge, so he is very difficult to face right now.

  • Only his add ons and make the teleport cooldowns longer tbh.

    The one add-on that boosts his nightfall charge speed by 66% comes into mind. Also, I would not mind having nightfall last half the time, as it is simply too dark on certain maps. Makes you disoriented quite a lot

  • @InnCognito said:

    I miss the OLD version of the game where it was DARK and SCARY. loved it and love the suggestion. Thank you for the post!

    I think many of us do. I still remember the boquet offerings that let you make the trial very dark and scary. Myers loved these offerings

  • @Gluck said:

    For me, increasing the level of competitiveness, in this case through mmr, just feels like it's encouraging me to resort to very unfun tactics like tunnelling or even camping.

    The most fun games I have as a killer in dbd are those where I can apply some pressure and get as many hooks as possible, not looking to get cheesy or cheap kills.

    The least fun games I have as killer are where you are involved in a brief chase and then POP POP POP gens are done :) and you didn't even really get a chance to play the game, and neither did the survs.

    This is why since MMR I can only enjoy more competitive killers like blight. I had like a few months of constant 4k's, which was boring, which has now degraded into constant swfs with meta perks and a focus on gen rushing. That's boring too. It really discourages playing a variety of killers or doing anything non-meta.

    Ultimately, I used to love this game when lobbies were more random. When I play survivor I do not enjoy quick genrushes either, there has to be a bit of randomness and risk!

    I can agree on this. While SBMM might be good for some, it is a mixed bag of ups and downs. At least before everything changed, you were usually put up against players of a similar rank, and the original rank system did not reset you all the way back to rank 20 (or ash 4 nowadays), which can create some very unbalanced matches on either side. I used to be at around the high purple ranks and lower red ranks as survivor (between rank 3 and 6), and I usually got fair games against a multitude of killers. Of course, you could get the odd sweaty tryhard killer main who played nurse or pre-rework Billy all the time, making the games quite boring for survivors. But nothing like what the game has de-volved into nowadays. First off, what is up with the hidden rankings? and second, why did SBMM get implemented in the first place? Every other game that has a similar system implemented does lose a lot of the fun aspect, since everything gets dictated by the established meta.

    My experience coming back to this game has been (Survivor side solo queue): Either you get a party of competent teammates who does gens and can loop the killer, or you get a team of potatoes that the SBMM wants you to carry by yourself, like the kind that only hides away when they hear the faintest heartbeat, those who DC or kill themselves upon first hook. There is like no in-between. And the killers I face are usually sweaty ones who will tunnel the first player hooked until they are taken out, then the killer will rinse and repeat. The few ones that are not completely sweats can be somewhat fair, and fun to play against. However, nowadays most killer players are playing the new killer, and in my opinion, he is the most boring killer to face, as the counterplay is very lacking (if you don't have Dead Hard).

    Killer side has been even worse in my opinion. I like to play the older killers, but it has been a chore, due to the unbalanced matchmaking. I usually get full SWF groups who genrush me into oblivion, or employ silly tactics like Head On, and countless flashlights from multiple angles. But the worst are the bully-teams and the potential cheaters. I had two back to back games that were really tilting.

    Game 1. Wraith: I just came back to the game after a good break, and I got matched against the sweatiest group of survivors who only ran meta perks (tier 3), top-tier medkits and two purple flashlights, with the best add-ons. They churned through those gens in no time at all, and the one who took the chase knew exactly where to find the most toxic double T-walls. Being that my killers are nowhere near optimal, I had ZERO chance of getting to the survivor, even with bloodlust. The worst part was after the game, and after a barrage of teabagging in the exit gate, they had the audacity to expel a slurry of toxic words, and taunting me in chat. Turned out they all had private profiles too.. go figure.

    Game 2. Trapper: Next game took me to the new map, and at first everything looked normal. I set up traps at key chokepoints, mostly well hidden. But as soon as I turn my back to the traps, they snap one by one, like between 5-8 seconds after setting them, and no survivors are in sight. I caught one of them and proceeded to facecamp him afterwards. I have a sneaking suspicion that at least one of them were cheating, as they knew instantly where all my traps were, and the generators got done extremely fast.

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